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Messages - Fire Level One

When T4M r45 is installed the opening cutscene to the game is skipped. Please fix this if you can, the opening cutscene is crucial to the games aesthetic and it's hard to live without this mod. O0
415 days ago
One thing it seems is that your name has capitals in it. It should be all lower case.
You were right, thank you
1253 days ago
Im using weapons from waw mp and when I put it as a wall buy there's no hintstring and its free (also if you try to buy upgraded ammo it just gives you a new gun).
How do you set it up properly?
I think I have it set up right in _zombiemode_weapons
1254 days ago
huh, the odds of me naming a two different functions the same from two different scripts and like 6 months apart?  :troll:

anyways heres the fix

onPlayerConnect()
{
       level waittill("connecting",player);
       player thread onPlayerSpawn();
}

onPlayerSpawn()
{
       self endon("disconnect");
       while(1)
       {
                 self waittill("spawned");
                 self thread waitForWeaponDrop();
        }
}

waitForWeaponDrop()
{
         if(!isPlayer(self))
                 return;
           
         self endon("death");
         self endon("disconnect");

           while(1)
           {
                       self waittill("menuresponse", menu, response);
                       if(maps\_zombiemode_utility::is_valid_player(self) && response == " actionslot 1")
                       {
                                 primaries = self  getWeaponsListPrimaries();
                                 if(primaries.size > 1) //checks to make sure the player has more than one weapon
                                           self thread dropPlayerWeapon( self getCurrentWeapon());
                       }
            }
}
dropPlayerWeapon(weapon)
{
       if(!isPlayer(self))
                return;
       self endon("death");
       self endon("disconnect");
       
       self takeWeapon(weapon);
       self placeTheWeaponOnTheGround(weapon, self GetWeaponAmmoClip( weapon ) , self GetWeaponAmmoStock( weapon ));
}
placeTheWeaponOnTheGround( weapon_name , clipAmmo , stockAmmo)
{
weapon = weapon_name;
item = Spawn( "weapon_"   weapon_name, self.origin   (0,0,12) );
item SetModel( GetWeaponModel(weapon) );
if(!isDefined(clipAmmo))
clipAmmo = RandomInt( WeaponClipSize(weapon) );
if(!isDefined(stockAmmo))
stockAmmo = RandomIntRange( WeaponClipSize(weapon), WeaponMaxAmmo( weapon )   1 );
stockMax = WeaponMaxAmmo( weapon );
if ( stockAmmo > stockMax )
stockAmmo = stockMax;

item ItemWeaponSetAmmo( clipAmmo, stockAmmo );
}
bad syntax
1255 days ago
you could do something like this that will use the actionslot 1 which is supposed to be the map button but zombiemode doesnt have a map so its free to use.

onPlayerConnect()
{
       level waittill("connecting",player);
       player thread onPlayerSpawn();
}

onPlayerSpawn()
{
       self endon("disconnect");
       while(1)
       {
                 self waittill("spawned");
                 self thread waitForWeaponDrop();
        }
}

waitForWeaponDrop()
{
         if(!isPlayer(self))
                 return;
           
         self endon("death");
         self endon("disconnect");

           while(1)
           {
                       self waittill("menuresponse", menu, response);
                       if(maps\_zombiemode_utility::is_valid_player(self) && response == " actionslot 1")
                       {
                                 primaries = self  getWeaponsListPrimaries();
                                 if(primaries.size > 1) //checks to make sure the player has more than one weapon
                                           self thread dropPlayerWeapon( self getCurrentWeapon());
                       }
            }
}
dropPlayerWeapon(weapon)
{
       if(!isPlayer(self))
                return;
       self endon("death");
       self endon("disconnect");
       
       self takeWeapon(weapon);
       self dropPlayerWeapon(weapon, self GetWeaponAmmoClip( weapon ) , self GetWeaponAmmoStock( weapon ));
}
dropPlayerWeapon( weapon_name , clipAmmo , stockAmmo)
{
weapon = weapon_name;
item = Spawn( "weapon_"   weapon_name, self.origin   (0,0,12) );
item SetModel( GetWeaponModel(weapon) );
if(!isDefined(clipAmmo))
clipAmmo = RandomInt( WeaponClipSize(weapon) );
if(!isDefined(stockAmmo))
stockAmmo = RandomIntRange( WeaponClipSize(weapon), WeaponMaxAmmo( weapon )   1 );
stockMax = WeaponMaxAmmo( weapon );
if ( stockAmmo > stockMax )
stockAmmo = stockMax;

item ItemWeaponSetAmmo( clipAmmo, stockAmmo );
}

put this in your mapname.gsc and this before zombiemode::main();

level thread onPlayerConnect();

although somewhere you might want to do a check that the player's weapon isnt a perk bottle or a grenade or something like that

isn't dropWeapon() an ai only function?


Edit: I added the entire funtion that im using for the weapon drop in my project, its an edited version of DUIPs tut
I got this error
1256 days ago
Completely untested because I am at work but paste this in the bottom of your mapname.gsc

drop_weapon_func()
{
players = getplayers();
for( i=0;i<players.size;i   )
{
players[i] setactionslot( 2, "weapon", "colt" ); // iirc this colt is different than the colt you spawn with
players[i] thread drop_weapon_notify();
players[i] thread drop_weapon_watch();
}
}

drop_weapon_notify()
{
self endon("disconnect");
while(1)
{
self.weapon_to_drop = getcurrentweapon();
wait(0.05);
self.check_if_colt = getcurrentweapon();
if( self.check_if_colt == "colt" && self.weapon_to_drop != self.check_if_colt )
self notify( "drop_the_weap" );
wait(0.05);
}
}

drop_weapon_watch()
{
self endon("disconnect");
while(1)
{
self waittill("drop_the_weap");
iprintlnbold("weapon should drop at this point unless I used dropweapon wrong");
self takeweapon("colt");
self switchtoweapon(self.weapon_to_drop);
self dropweapon( self.weapon_to_drop, "left", 0.9 );
}
}

and then under maps\_zombiemode::main(); add this:
thread drop_weapon_func();

This binds the drop weapon to action slot 2 if it works properly

I got an error (the pictures kinda hard to read, sorry.)
1256 days ago
Hey folks, how do you make it where when you hold down a certain button (on your keyboard not trigger_use) you'll drop your gun and it can be picked up by anyone?

Double Post Merge: July 07, 2016, 01:52:58 am
I did some research and I know the dvar for dropping your weapon is "dropweapon" now how do I bind that to a button?
1256 days ago
Hi all
i have problem with launcher
when i complet  my map i can't play it  :'(
(Image removed from quote.)
Did you compile your map correctly?
This is how you compile your level

This is how you compile your patch (unless your using someone elses like harrybo21)

And this is how you compile your mod
1257 days ago
The fourth parameter simple tells it to add or not to add the the first parameter (zone) to the second parameters adjacent zone array. You can review more of this in the add_adjacent_zone function in _zombiemode_zone_manager.gsc

The actual way to only get zombies spawning in the zone your in is to add all zones to the zone array with no adjacent zones.
I done goofed.
The actual way to only get zombies spawning in the zone your in is to add all zones to the zone array with no adjacent
How do I do that?
1258 days ago
I'm making a new post for this since my original post [http://ugx-mods.com/forum/index.php?topic=11650.msg129081#msg129081] was answered but brought about a new question. how do you make this
There is actually a fourth parameter that you can add in the adjacent zone function in your mapname.gsc that does that.

add_adjacent_zone( "zone9", "end_zone", "enter_end_zone", true );

You have the first parameter which is your first zone, the second which is your adjacent zone, the third which is the flag to enter the zone, but you also have a 4th one that is set to false by default.

If you put it to true, that sets it so the zombies will only spawn in that zone if a player is currently in that zone.
You can just set all the zones to true, and then the zombies will only spawn in the zone you are currently in.


BTW congrats on 20 posts. You are now a "regular" ;)
work for the initial zone or start_zone? (as it does not)
1259 days ago
I didnt realize that it does not work for start_zone, since the only time I have used it was for one of the end zones. I am not sure how you could get it set up for your start_zone, maybe someone else could help with that?
Hopefully
1259 days ago
I noticed setting up the true parameter doesn't work for your start zone(because it's not set up the same) I'm sure there is a way for it but It works for every other zone for me
Yeah when I had the true parameter set they would only spawn in zone1 if I was there but when I was in start zone they'd spawn in zone1 as well.  :(
1259 days ago
well it took me a while, but I noticed setting fourth parameter to true wasn't working.
I tried this
Have you tried something like not having zones adjacent to each other?
by setting up "dummy_zones" which don't exist but separate them,
add_adjacent_zone( "start_zone", "dummy_zone", "enter_zone1" );
add_adjacent_zone( "dummy_zone", "zone1", "enter_zone1"  );
and it made it where the zombies only spawn in zone1. So I decided to separate "start_zone" and "zone1" by another dummy zone
add_adjacent_zone( "start_zone", "dummy_zone", "enter_zone1" );
add_adjacent_zone( "dummy_zone", "dummy_zone2", "enter_zone1"  );
add_adjacent_zone( "dummy_zone2", "zone1", "enter_zone1" );
But then the zombies only spawned in start_zone.
I think I'm gonna need some more professional help  :poker:
1259 days ago
I looked at the zombie_bowie_flourish file but found damage was blank, and went into _zombiemode_bowie.gsc but couldn't find the script for how much damage it does.
How do you change the damage the bowie deals?
1261 days ago
Im using zapper prefabs but ingame they don't work, I think you have to set up certain scripts for it to work but I dont know.
1261 days ago

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